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Alternity Gamemaster Guide | ||
Author: Richard Baker, Bill Slavicsek
Category: game Company/Publisher: TSR Cost: $29.95 Page count: 256 ISBN: 0-7869-0729-0 Capsule Review by Robert E. Allen III on 07/26/98. Genre tags: none |
Fourteen years ago, I wandered into a store seeking something different. After browsing that store for a while, I walked out with Star Frontiers - the ancient sci-fi roleplaying game by TSR. My first exposure to RPG's. And it was wild - here was a game that you created characters in, had extraordinary adventures with, and then invited more friends to play. After all, it was a new thing to all of us.
Some months later, after having all sorts of fantastic adventures (using a number of Star Wars plots as inspiration - hey, I was just a kid at the time!), I picked up my first Dungeons and Dragons set. And I was completely and totally and utterly hooked. Now, lots of years later, TSR has done something really interesting. They have ported Dungeons and Dragons to space. Well, not the same system actually - just the magic. When I picked up this beautiful hardback book, flipped through it a few times, and then got down to some serious reading, the feeling is the same. Whole new worlds. The kid in me is thrilled. The rest of me is just impressed. You've probably heard all about the Alternity game system - it isn't that complicated, just the roll of a D20 (the control die) with the addition or subtraction of another die ranging from the D4 to another D20 (the situation die). It is a remarkably simple system, except for this rolling low stuff. I mean, I am so used to praying for that 20 to show up on the D20, I have to learn to love rolling 1's instead. This book is slick, too. Unlike my ancient DMG (the one with the demon on the cover---hey, TSR, look, I said demon! Demon demon demon!!), this book is easy reading, and quick to find things in. With both a Table of Contents AND a good index (other companies: take note! This is how it is done!), GM's won't have to spend their time frantically flipping pages looking for that obscure chart or NPC reaction table. However, even though TSR is the granddaddy of the RPG biz, they have kept up with the 90's. This book has all sorts of goodies - a sparse but entertaining introductory adventure, advantages and disadvantages, experience rules, full rules for aliens, spaceships, and more. This book teaches GM's their craft too. Unlike the AD&D books I remember (and still love, for all their shortcomings) this book goes into great detail about putting together adventures and gaming sessions. Another treat is that Alternity is pretty generic. Want Star Wars? Easily done. Star Trek? Sure. Babylon 5? (Aren't there ENOUGH Babylon 5 games out there?) TSR is going to be bombarding us with sourcebooks and such for their own universes, of course - just look how many worlds there are for AD&D - but one strength of Alternity is that you really can use it for any sort of space adventures you want. Just be ready to tweak things here and there. The looks of this book are gorgeous. Full color, hardback-I wish everybody had TSR's budget and WoTC's checkbook. The interior art is not quite as good as I am used to - the famous TSR paintings are absent, with a number of more comic book styled pieces. While none of the art is bad, it does make me yearn for a Caldwell or an Elmore piece. Still, overall, this is a beauty. If I had to judge from this book that TSR is back on track, then I would say TSR is the king once again. Oh, and one final thing - it includes full conversion rules for porting over AD&D characters. A spelljammer mishap, perhaps? Either way... you have been warned!
Style: 5 (Excellent!)
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